hexen2/H2MP/hcode/light.hc

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2000-11-10 00:00:00 +00:00
/*
* $Header: /H2 Mission Pack/HCode/light.hc 11 3/19/98 12:17a Mgummelt $
*/
/*
==========================================================
LIGHT.HC
MG
Lights can be toggled/faded, shot out, etc.
==========================================================
*/
float START_LOW = 1;
void fire_hurt_field_touch ()
{
if(self.attack_finished>time)
return;
if(self.inactive)
return;
if(other.health<=0)
return;
self.attack_finished=time+HX_FRAME_TIME;
T_Damage(other,self,self,self.dmg);
if(self.t_width<time)
{
self.t_width=time+0.6;
sound(self,CHAN_WEAPON,"crusader/sunhit.wav",1,ATTN_NORM);
}
}
void init_fire_hurt_field ()
{
InitTrigger();
self.touch=fire_hurt_field_touch;
}
void spawn_burnfield (vector org)
{//Make a trigger_flame_hurt around flame
entity fhf;
fhf=spawn();
fhf.model=self.model;
fhf.effects=EF_NODRAW;
self.trigger_field=fhf;
// setsize(fhf,'-3 -3 0','3 3 9');
setorigin(fhf,org);
if(self.dmg)
fhf.dmg=self.dmg;
else
fhf.dmg=self.dmg=.2;
fhf.classname="fire hurt field";
fhf.think=init_fire_hurt_field;
fhf.nextthink=time;
}
void initialize_lightstyle (void)
{
if(self.spawnflags&START_LOW)
if(self.lightvalue1<self.lightvalue2)
lightstylestatic(self.style, self.lightvalue1);
else
lightstylestatic(self.style, self.lightvalue2);
else
if(self.lightvalue1<self.lightvalue2)
lightstylestatic(self.style, self.lightvalue2);
else
lightstylestatic(self.style, self.lightvalue1);
}
void fadelight()
{
self.frags+=self.cnt;
self.light_lev+=self.frags;
lightstylestatic(self.style, self.light_lev);
self.count+=1;
//dprint(ftos(self.light_lev));
//dprint("\n");
if(self.count/20>=self.fadespeed)
{
//dprint("light timed out\n");
remove(self);
}
else if((self.cnt<0&&self.light_lev<=self.level)||(self.cnt>0&&self.light_lev>=self.level))
{
//dprint("light fade done\n");
lightstylestatic(self.style, self.level);
remove(self);
}
else
{
self.nextthink=time+0.05;
self.think=fadelight;
}
}
void lightstyle_change_think()
{
//dprint("initializing light change\n");
self.speed=self.lightvalue2 - self.lightvalue1;
self.light_lev=lightstylevalue(self.style);
if(self.light_lev==self.lightvalue1)
self.level = self.lightvalue2;
else if(self.light_lev==self.lightvalue2)
self.level = self.lightvalue1;
else if(self.speed>0)
if(self.light_lev<self.lightvalue1+self.speed*0.5)
self.level=self.lightvalue2;
else
self.level=self.lightvalue1;
else if(self.speed<0)
if(self.light_lev<self.lightvalue2-self.speed*0.5)
self.level=self.lightvalue1;
else
self.level=self.lightvalue2;
self.cnt=(self.level-self.light_lev)/self.fadespeed/20;
self.think = fadelight;
self.nextthink = time;
/*dprint("light style # ");
dprint(ftos(self.style));
dprint(":\n");
dprint("value1: ");
dprint(ftos(self.lightvalue1));
dprint("\n");
dprint("value2: ");
dprint(ftos(self.lightvalue2));
dprint("\n");
dprint("difference: ");
dprint(ftos(self.speed));
dprint("\n");
dprint("fadespeed: ");
dprint(ftos(self.fadespeed));
dprint("\n");
dprint("current light level: ");
dprint(ftos(self.light_lev));
dprint("\n");
dprint("target light level: ");
dprint(ftos(self.level));
dprint("\n");
dprint("luminosity interval: ");
dprint(ftos(self.cnt));
dprint("\n");*/
}
void lightstyle_change (entity light_targ)
{
//dprint("spawning light changer\n");
newmis=spawn();
newmis.lightvalue1=light_targ.lightvalue1;
newmis.lightvalue2=light_targ.lightvalue2;
newmis.fadespeed=light_targ.fadespeed;
newmis.style=self.style;
newmis.think=lightstyle_change_think;
newmis.nextthink=time;
}
void torch_death ()
{
lightstylestatic(self.style,0);
stopSound(self,CHAN_BODY);
//sound(self,CHAN_BODY, "misc/null.wav", 0.5, ATTN_STATIC);
chunk_death();
}
void torch_think (void)
{
float lightstate;
lightstate=lightstylevalue(self.style);
if(lightstate<1) //Use "off" frames
{
if(self.mdl)
setmodel(self,self.mdl);
self.drawflags(-)MLS_ABSLIGHT;
if(self.dmg)
self.trigger_field.inactive=TRUE;
}
else
{
if(self.weaponmodel)
setmodel(self,self.weaponmodel);
self.drawflags(+)MLS_ABSLIGHT;
if(self.dmg)
self.trigger_field.inactive=FALSE;
}
if(time>self.fadespeed)
self.nextthink=-1;
else
self.nextthink=time+0.05;
self.think=torch_think;
}
void torch_use (void)
{
self.fadespeed=time+other.fadespeed+1;
torch_think();
}
/*QUAKED light (0 1 0) (-8 -8 -8) (8 8 8) START_LOW
Non-displayed fading light.
Default light value is 300
Default style is 0
----------------------------------
If triggered, will toggle between lightvalue1 and lightvalue2
"lightvalue1" (default 0)
"lightvalue2" (default 11, equivalent to 300 brightness)
Two values the light will fade-toggle between, 0 is black, 25 is brightest, 11 is equivalent to a value of 300.
"fadespeed" (default 1) = How many seconds it will take to complete the desired lighting change
The light will start on at a default of the higher light value unless you turn on the startlow flag.
START_LOW = will make the light start at the lower of the lightvalues you specify (default uses brighter)
NOTE: IF YOU DON'T PLAN ON USING THE DEFAULTS, ALL LIGHTS IN THE BANK OF LIGHTS NEED THIS INFO
*/
void light()
{
if (self.targetname == "")
{
remove(self);
}
else
{
if(!self.lightvalue2)
self.lightvalue2=11;
if(!self.fadespeed)
self.fadespeed = 1;
initialize_lightstyle();
}
}
/*QUAK-ED light_globe (0 1 0) (-8 -8 -8) (8 8 8) START_LOW
Sphere globe light.
Default light value is 300
Default style is 0
----------------------------------
If triggered, will toggle between lightvalue1 and lightvalue2
.lightvalue1 (default 0)
.lightvalue2 (default 11, equivalent to 300 brightness)
Two values the light will fade-toggle between, 0 is black, 25 is brightest, 11 is equivalent to a value of 300.
.fadespeed (default 1) = How many seconds it will take to complete the desired lighting change
The light will start on at a default of the higher light value unless you turn on the startlow flag.
START_LOW = will make the light start at the lower of the lightvalues you specify (default uses brighter)
NOTE: IF YOU DON'T PLAN ON USING THE DEFAULTS, ALL LIGHTS IN THE BANK OF LIGHTS NEED THIS INFO
*/
/*
void() light_globe =
{
precache_model ("models/s_light.spr");
setmodel (self, "models/s_light.spr");
if(self.targetname)
self.use=torch_use;
self.mdl = "models/null.spr";
self.weaponmodel = "models/s_light.spr";
if(self.style>=32)
{
if(!self.lightvalue2)
self.lightvalue2=11;
if(!self.fadespeed)
self.fadespeed = 1;
initialize_lightstyle();
self.think = torch_think;
self.nextthink = time+1;
}
else
{
setmodel(self,self.weaponmodel);
if(deathmatch||teamplay)
makestatic (self);
else
{
self.solid=SOLID_NOT;
self.movetype=MOVETYPE_NONE;
}
}
};
*/
void() FireAmbient =
{
//FIXME: remove ambient sound if light is off, start it again if turned back on
precache_sound ("raven/flame1.wav");
// attenuate fast
if(self.targetname)
sound(self,CHAN_BODY, "raven/flame1.wav", 0.5, ATTN_STATIC);
else
ambientsound (self.origin, "raven/flame1.wav", 0.5, ATTN_STATIC);
};
/*QUAK-ED light_torch_small_walltorch (0 .5 0) (-10 -10 -20) (10 10 20) START_LOW HURT
Short wall torch
Default light value is 200
Default style is 0
----------------------------------
If triggered, will toggle between lightvalue1 and lightvalue2
.lightvalue1 (default 0)
.lightvalue2 (default 11, equivalent to 300 brightness)
Two values the light will fade-toggle between, 0 is black, 25 is brightest, 11 is equivalent to a value of 300.
.fadespeed (default 1) = How many seconds it will take to complete the desired lighting change
The light will start on at a default of the higher light value unless you turn on the startlow flag.
START_LOW = will make the light start at the lower of the lightvalues you specify (default uses brighter)
HURT = Will hurt things that touch it.
.dmg = how much to hurt people who touch fire - damage/20th of a second. Default = .2;
NOTE: IF YOU DON'T PLAN ON USING THE DEFAULTS, ALL LIGHTS IN THE BANK OF LIGHTS NEED THIS INFO
*/
void() light_torch_small_walltorch =
{
precache_model ("models/flame.mdl");
if(self.spawnflags&2)
spawn_burnfield(self.origin);
else
self.dmg=0;
FireAmbient ();
if(self.targetname)
self.use=torch_use;
self.mdl = "models/null.spr";
self.weaponmodel = "models/flame.mdl";
self.abslight = .75;
if(self.style>=32)
{
if(!self.lightvalue2)
self.lightvalue2=11;
if(!self.fadespeed)
self.fadespeed = 1;
initialize_lightstyle();
self.think = torch_think;
self.nextthink = time+1;
}
else
{
self.drawflags(+)MLS_ABSLIGHT;
setmodel(self,self.weaponmodel);
if(deathmatch||teamplay)
makestatic (self);
else
{
self.solid=SOLID_NOT;
self.movetype=MOVETYPE_NONE;
}
}
};
/*QUAKED light_flame_large_yellow (0 1 0) (-10 -10 -13) (10 10 41) START_LOW HURT
Large yellow flame
----------------------------------
If triggered, will toggle between lightvalue1 and lightvalue2
.lightvalue1 (default 0)
.lightvalue2 (default 11, equivalent to 300 brightness)
Two values the light will fade-toggle between, 0 is black, 25 is brightest, 11 is equivalent to a value of 300.
.fadespeed (default 1) = How many seconds it will take to complete the desired lighting change
The light will start on at a default of the higher light value unless you turn on the startlow flag.
START_LOW = will make the light start at the lower of the lightvalues you specify (default uses brighter)
HURT = Will hurt things that touch it.
.dmg = how much to hurt people who touch fire - damage/20th of a second. Default = .2;
NOTE: IF YOU DON'T PLAN ON USING THE DEFAULTS, ALL LIGHTS IN THE BANK OF LIGHTS NEED THIS INFO
*/
void() light_flame_large_yellow =
{
precache_model ("models/flame1.mdl");
if(self.spawnflags&2)
spawn_burnfield(self.origin);
else
self.dmg=0;
FireAmbient ();
if(self.targetname)
self.use=torch_use;
self.abslight = .75;
self.mdl = "models/null.spr";
self.weaponmodel = "models/flame1.mdl";
if(self.style>=32)
{
if(!self.lightvalue2)
self.lightvalue2=11;
if(!self.fadespeed)
self.fadespeed = 1;
initialize_lightstyle();
self.think = torch_think;
self.nextthink = time+1;
}
else
{
self.drawflags(+)MLS_ABSLIGHT;
setmodel(self,self.weaponmodel);
if(deathmatch||teamplay)
makestatic (self);
else
{
self.solid=SOLID_NOT;
self.movetype=MOVETYPE_NONE;
}
}
};
/*QUAKED light_flame_small_yellow (0 1 0) (-8 -8 -8) (8 8 8) START_LOW HURT
Small yellow flame ball
----------------------------------
If triggered, will toggle between lightvalue1 and lightvalue2
.lightvalue1 (default 0)
.lightvalue2 (default 11, equivalent to 300 brightness)
Two values the light will fade-toggle between, 0 is black, 25 is brightest, 11 is equivalent to a value of 300.
.fadespeed (default 1) = How many seconds it will take to complete the desired lighting change
The light will start on at a default of the higher light value unless you turn on the startlow flag.
START_LOW = will make the light start at the lower of the lightvalues you specify (default uses brighter)
HURT = Will hurt things that touch it.
.dmg = how much to hurt people who touch fire - damage/20th of a second. Default = .2;
NOTE: IF YOU DON'T PLAN ON USING THE DEFAULTS, ALL LIGHTS IN THE BANK OF LIGHTS NEED THIS INFO
*/
void() light_flame_small_yellow =
{
precache_model ("models/flame2.mdl");
if(self.spawnflags&2)
spawn_burnfield(self.origin);
else
self.dmg=0;
FireAmbient ();
if(self.targetname)
self.use=torch_use;
self.abslight = .75;
self.mdl = "models/null.spr";
self.weaponmodel = "models/flame2.mdl";
if(self.style>=32)
{
if(!self.lightvalue2)
self.lightvalue2=11;
if(!self.fadespeed)
self.fadespeed = 1;
initialize_lightstyle();
self.think = torch_think;
self.nextthink = time+1;
}
else
{
self.drawflags(+)MLS_ABSLIGHT;
setmodel(self,self.weaponmodel);
if(deathmatch||teamplay)
makestatic (self);
else
{
self.solid=SOLID_NOT;
self.movetype=MOVETYPE_NONE;
}
}
};
/*QUAK-ED light_flame_small_white (0 1 0) (-10 -10 -40) (10 10 40) START_LOW
Small white flame ball
----------------------------------
If triggered, will toggle between lightvalue1 and lightvalue2
.lightvalue1 (default 0)
.lightvalue2 (default 11, equivalent to 300 brightness)
Two values the light will fade-toggle between, 0 is black, 25 is brightest, 11 is equivalent to a value of 300.
.fadespeed (default 1) = How many seconds it will take to complete the desired lighting change
The light will start on at a default of the higher light value unless you turn on the startlow flag.
START_LOW = will make the light start at the lower of the lightvalues you specify (default uses brighter)
NOTE: IF YOU DON'T PLAN ON USING THE DEFAULTS, ALL LIGHTS IN THE BANK OF LIGHTS NEED THIS INFO
*/
/*
void() light_flame_small_white =
{
precache_model ("models/flame2.mdl");
FireAmbient ();
if(self.targetname)
self.use=torch_use;
self.abslight = .75;
self.mdl = "models/null.spr";
self.weaponmodel = "models/flame2.mdl";
if(self.style>=32)
{
if(!self.lightvalue2)
self.lightvalue2=11;
if(!self.fadespeed)
self.fadespeed = 1;
initialize_lightstyle();
self.think = torch_think;
self.nextthink = time+1;
}
else
{
self.drawflags(+)MLS_ABSLIGHT;
setmodel(self,self.weaponmodel);
if(deathmatch||teamplay)
makestatic (self);
else
{
self.solid=SOLID_NOT;
self.movetype=MOVETYPE_NONE;
}
}
};
*/
/*QUAKED light_gem (0 1 0) (-8 -8 -8) (8 8 8) START_LOW
A gem that displays light.
Default light value is 300
Default style is 0
----------------------------------
If triggered, will toggle between lightvalue1 and lightvalue2
.lightvalue1 (default 0)
.lightvalue2 (default 11, equivalent to 300 brightness)
Two values the light will fade-toggle between, 0 is black, 25 is brightest, 11 is equivalent to a value of 300.
.fadespeed (default 1) = How many seconds it will take to complete the desired lighting change
The light will start on at a default of the higher light value unless you turn on the startlow flag.
START_LOW = will make the light start at the lower of the lightvalues you specify (default uses brighter)
NOTE: IF YOU DON'T PLAN ON USING THE DEFAULTS, ALL LIGHTS IN THE BANK OF LIGHTS NEED THIS INFO
*/
void() light_gem =
{
precache_model ("models/gemlight.mdl");
if(self.targetname)
self.use=torch_use;
self.mdl = "models/null.spr";
self.weaponmodel = "models/gemlight.mdl";
self.abslight = .75;
if(self.style>=32)
{
if(!self.lightvalue2)
self.lightvalue2=11;
if(!self.fadespeed)
self.fadespeed = 1;
initialize_lightstyle();
self.think = torch_think;
self.nextthink = time+1;
}
else
{
self.drawflags(+)MLS_ABSLIGHT;
setmodel(self,self.weaponmodel);
if(deathmatch||teamplay)
makestatic (self);
else
{
self.solid=SOLID_NOT;
self.movetype=MOVETYPE_NONE;
}
}
};
/*QUAKED light_newfire (0 1 0) (-10 -10 -13) (10 10 41) START_LOW HURT
Large yellow flame
----------------------------------
If triggered, will toggle between lightvalue1 and lightvalue2
.lightvalue1 (default 0)
.lightvalue2 (default 11, equivalent to 300 brightness)
Two values the light will fade-toggle between, 0 is black, 25 is brightest, 11 is equivalent to a value of 300.
.fadespeed (default 1) = How many seconds it will take to complete the desired lighting change
The light will start on at a default of the higher light value unless you turn on the startlow flag.
START_LOW = will make the light start at the lower of the lightvalues you specify (default uses brighter)
HURT = Will hurt things that touch it.
.dmg = how much to hurt people who touch fire - damage/20th of a second. Default = .2;
NOTE: IF YOU DON'T PLAN ON USING THE DEFAULTS, ALL LIGHTS IN THE BANK OF LIGHTS NEED THIS INFO
*/
void() light_newfire =
{
precache_model4 ("models/newfire.mdl");
if(self.spawnflags&2)
spawn_burnfield(self.origin);
else
self.dmg=0;
FireAmbient ();
if(self.targetname)
self.use=torch_use;
// self.abslight = .75;
self.mdl = "models/null.spr";
self.weaponmodel = "models/newfire.mdl";
if(self.style>=32)
{
if(!self.lightvalue2)
self.lightvalue2=11;
if(!self.fadespeed)
self.fadespeed = 1;
initialize_lightstyle();
self.think = torch_think;
self.nextthink = time+1;
}
else
{
self.drawflags(+)DRF_TRANSLUCENT|MLS_FIREFLICKER;
// self.drawflags(+)MLS_ABSLIGHT;
setmodel(self,self.weaponmodel);
if(deathmatch||teamplay)
makestatic (self);
else
{
self.solid=SOLID_NOT;
self.movetype=MOVETYPE_NONE;
}
}
};
/*
* $Log: /H2 Mission Pack/HCode/light.hc $
*
* 11 3/19/98 12:17a Mgummelt
* last bug fixes
*
* 10 3/13/98 3:27a Mgummelt
* Replaced all sounds that played a null.wav with stopSound commands
*
* 9 3/10/98 10:35a Jmonroe
* fixed new fire to be in the pak
*
* 8 2/27/98 5:05p Mgummelt
*
* 7 2/24/98 2:26p Mgummelt
*
* 6 2/10/98 4:21p Mgummelt
*
* 5 2/03/98 3:51p Mgummelt
*
* 4 1/07/98 2:34p Mgummelt
*
* 37 10/28/97 1:01p Mgummelt
* Massive replacement, rewrote entire code... just kidding. Added
* support for 5th class.
*
* 35 9/02/97 3:04p Mgummelt
*
* 34 9/02/97 2:55a Mgummelt
*
* 33 8/23/97 7:15p Rlove
*
* 32 8/21/97 5:10p Rjohnson
* Change for ablight
*
* 31 8/21/97 3:19p Rjohnson
* Abslight change
*
* 30 8/20/97 5:18p Rjohnson
* Abslight for everything
*
* 29 8/19/97 10:48p Rjohnson
* Abslight for flames
*
* 28 8/13/97 5:52p Mgummelt
*
* 27 7/19/97 9:57p Mgummelt
*
* 26 7/10/97 5:28p Rlove
*
* 25 6/19/97 3:01p Rjohnson
* Removed old id code
*
* 24 6/15/97 5:10p Mgummelt
*
* 23 6/15/97 3:15p Mgummelt
*
* 22 6/13/97 3:29p Mgummelt
*
* 21 6/09/97 10:04a Mgummelt
*
* 20 6/06/97 4:08p Mgummelt
*
* 19 6/06/97 11:38a Mgummelt
*
* 18 6/06/97 10:58a Rjohnson
* Fix for lights
*
* 17 6/05/97 8:55p Mgummelt
*
* 14 5/15/97 6:34p Rjohnson
* Code cleanup
*
* 7 3/28/97 4:47p Aleggett
* Updated light fading even further...
*
* 6 3/20/97 2:15p Aleggett
* Made fading lights use the new lightstyle method.
*
* 5 3/05/97 4:48p Rlove
* Small fix for flame1.mdl
*
* 4 3/05/97 1:54p Rlove
* Placed light entites in LIGHT.HC and placed breakable entities in
* BREAKABL.HC
*
* 3 3/05/97 12:22p Rlove
* Added all four types of torches
*
* 2 2/28/97 6:11p Rlove
* New Egypt Light
*
* 1 2/28/97 5:39p Rlove
*/